Skill Order

Champion Matchups

Introduction

Hey there, my name is Brokenshard, currently 2300 elo on EU west server

Shyvanna is a fast paced bull-rush style champion. Your job is to hard engage with your ultimate and charge up the frontlines in a wake of death and destruction. Pretty cool right?

You have high scaling resistance, ridiculously good damage, and are a freaking dragon!

If you'd like to learn how I play Shyvanna, please sit back, relax, and enjoy the guide I have prepared for you.

If you liked this guide come into EUW chat brokenshard.stream and like me on Facebook.com/BrokenshardStream

UPDATED FOR S3:

Shyvanna in the new jungle is extremely potent and powerful. She boasts powerful clear speeds as well as just being an overall BEAST.

Masteries

For Shyvanna, I run 9-21-0 masteries.

What do I aim to accomplish with this?

The defensive masteries keep your health at a manageable amount throughout your jungle clear, which is also a reason we go for very offensive runes

Clearing camps faster also results in them spawning faster, and its an endless cycle of you getting ahead of the enemy jungler in farm

Your runes and early item choices are going to make you a bit squishy, so having this scaling defense is very useful in duels, forces, and jungle clears.

Offensive runes with Defensive masteries seem to balance shyvana out very well.

OUTDATED!
NEW MASTERIES

8/22/0

I tried a bunch of different alternatives, but I found that the 8/22/0 mastery set suits Shyvana more than other junglers. She doesn't require either penetration, and you just beast everyone with your added tanky stats.

Runes

RUNE RECAPOLD

8.6 AD

13 Armor

24 magic resistance at level 18

4.5% Movespeed increase OR 6% lifesteal

Why these runes?

The AD marks allow you to zip through the jungle, they add to your W, your Q, and your armor shred on E becomes much more effective. With these runes, I aim to demolish the early game with bull rush tactics.

The Armor yellows are explanatory, you are getting hit in the jungle and need to mitigate the damage somehow.

Shyvannas scaling on resistance is incredible. Adding this to the setup makes her almost indestructible to AP's with relatively no magic resist items in the mid game

The Quintessences are meant to allow you to move quicker, therefore being places faster. It indirectly affects clear time and your ability to counter jungle better. Another option is to run Lifesteal quintessences, but you should start boots of speed instead. Lifesteal quintessences make you able to jungle for long periods of time, and counteract the recent lifesteal nerfs.

Alternate set: TheOddOneOLD

15% Attackspeed

13 armor

24 mr at level 18

6.8 AD

Overall, you can start both boots and cloth with this build, but I feel that boots is still a viable start considering you have a much faster clear. You lack the sustain of the lifesteal, but with the fast clear its not very noticeable. Its a good alternative set if you prefer an extra OOMPH in damage early on, albeit lack of a sustained pathing with boots.

Current Rune Set

8x AD reds, 1x AS Red

9x Armor seals

8x AS glyphs, 1x AD Glyph

3x AD quints

TOTAL: 15 AD, 6.8% AS, 13 armor

Starting boots and 3 pots with this build makes you a terror to deal with. Your jungle clear is phenomenon, your dueling is ridiculous, and you're still VERY tanky. This is a very offensive rune page so you must abuse your early power as much as possible.

Skills

Explanation:

There is no explanation. You're a jungler. Junglers take smite. You need smite to secure buffs and objectives, and without smite you are a detriment to your team.

I feel that exhaust beats out all other summoner choices. Shyvanna is fast with W, and can gap close with R, her only issue is to keep people in place. Exhaust allows this to happen, as once you dive on a carry, exhaust, and with mallet, they're not moving anywhere.

ALTERNATIVES
Flash is the only alternative if you're new to Shyvanna. I would never take it over Exhaust nowadays, but each to his own.

Skills

Passive: Fury of the DragonbornShyvana's melee attacks enhance her abilities.

Your on-hit ability. It resets your auto attack timer, so be sure to auto attack before activating. Note, the ability counts as two autohits, so you can proc wriggles twice, and wits end as well JUST with the ability.

The main ability you max out. It helps you clear faster, move faster, do shit faster. It sends an aura of fiery death that makes people afraid when you're leaping at them in flaming glory. Really core skill.

Dragon Form: Flame Breath engulfs all units in a cone in front of her.

Cooldown 12/11/10/9/8 seconds

Explanation:

A line nuke. This ability shreds the enemy's armor and your passive makes your auto attacks do more damage to them. I max this after maxing W because of the strong poke and AOE nuke in dragon form

R: Dragon's DescentActive: Shyvana transforms into a dragon and takes flight to a target location. Enemies along her path take 200 / 300 / 400 (+70% of ability power) magic damage and are knocked toward her target location.

Passive: Shyvana reinforces her scales, increasing her Armor and Magic Resist by 15/20/25. Defensive bonuses are doubled in Dragon Form.

Cost 6 fury a second and max fury to activate

Explanation:

This ability turns you into a team fighting beast. It makes all your abilities into AOE damaging skills, making you a top priority target. Is that a bad thing? no! This ability also makes you tankier, both passively and once you activate the ultimate.

Skill Order

Item Builds

Start:

+

Even though Shyv has strong clear, she lacks sustain therefore having the extra potions are necessary.

Core:

vs.

In the old jungle, Shyvana was known as one of the fastest clearers with Wriggles. In the new jungle, she is one of the fastest clearers EVEN WITHOUT A LANTERN. You now have a good choice of wether you'd prefer a sightstone over Wriggles. Turning the sightstone into is good if you want to be a huge tank, and its totally viable. However, for the simplicity of this build, we're going to go with

+ +

The basic core, wriggles for clear speed, boots of mobility and ruby crystal for a few differnt things.

From this point on, you have a choice to make. Lets say you are dominating quite hard and would like to continue this hot streak of pain. can turn into a to maximize your auto attack power and eventually turn into a mallet. It can also turn into for impressive defensive stats.

Expected core--

Tanky:

+++

The basic progression towards an initiate heavy tank Shyv. You should turn the Aegis into a because of how good the extra MR is. The mail should be turned into a

Good items that synergize well:

Yes yes 1 million times yes. The new zekes is an incredibly good and cost efficient purchase for Shyvana, especially with an AD centric team.

If you've not taken mercurys, this is a good pseudo DPS and defensive utility item. Definetely worth considerating for a more damage heavy Shyv.

Still good. Same as s2. Good MR and offensive stats

Great item for you, you have good resists from your ultimate, the HP is useful.

If you did pick up a zekes, the added regen from lifesteal and nice MR is very nice.

I feel like this item should get a notification. It does synergize great with Shyv on more of her spells and functions than you would imagine. Jumping in to the enemy team, popping randuins and then just letting fly with this item would be an incredible way to maintain your HP. If you are lacking AOE damage, definetely consider picking this item up.

Jungle Route

With Shyvanna, you're really strong in the jungle around level 2-3.

There are many start options for her, such as

Red Start or Blue Start

a red start involves you taking wraiths into red buff. With this red, you can invade the enemy or continue jungling. When I do this path, I aim to

Give blue to my mid so that he/she can win the lane early, granting more pressure in ganks

Generally, I do this in most premade games. In soloque, I usually do a blue start

A blue start involves me starting at blue. With this path I aim to

Counter jungle enemy at red by not smiting blue

Focus on farming my jungle, getting 6 as quickly as possible

LOLOL TAKE BLUE TAKE ALL THE BLUES

Early Game

After establishing your preferred route, move to the area and defend it, or possibly invade the enemy.

Some things to keep in mind:

Sometimes securing your own path can be more beneficial to you than invading, as it will set up for a clean invade some time later

Make sure to get a leash, you lack sustain and can get relatively low, having a good leash early means more time in jungle and more health which means an easier time invading or fighting

Your job is to farm. If you have red buff, and top lane is really extended, you can sneak around back and gank with Exhaust, but Shyvanna isn't really about ganking. Her clear is fast, and you can invade/fight a lesser jungler almost always.

People you can and should invade:

These are just some examples for simplicity. I'll add a "Jungle Matchup" chapter

These guys are slow, get low, or are predictable in terms of pathing. also, they have a hard time getting away if caught.

Mid Game

In the mid game, you should have some of your mid game items by now. You will also have decided whether or not you'll be getting or .

Your job is to set up dragon fights. Picking up an early is also a good idea if you're certain you make good use of it and can protect it.

Shyvanna can initiate teamfights, its just a matter of is your team ready. Generally, unless you're running Orianna you will need someone to initiate for you.

You're tanky, and deal lots of damage. Mid Game is YOUR game.

Their highest priority target will be an AP carry unless their AD got monstrously fed, coordinate assaults and take them out.

Late Game

In late game, you will have your items ready and be tanky as fuck. However, AD carries can and will melt you if you stay in too long, so make sure you coordinate all your assaults on them. You have to be 100% going against an AD, you need to swarm them.

PRotecting your AD is becoming much more important, if your AD dies in a late game fight, its over. I cant stress it enough. The AD is so important that you might just sit next to your AD using your ultimate to push people away.

Baron is also becoming more important as well, and Shyvanna can do a good baron with her high damage. Be sure to smite it too!

Teamfighting as the Dragon Lady

As Shyvanna, you really have 3 goals during teamfights

Destroy the enemy carry

Follow up initiate by AOEing enemy team down

Peeling for your hyper carries

Operation: Destroy the carry

In the mid game, the AD carry will be semi-geared, so they won't be melting you yet, but their AP carry is very strong. If you can get a clear shot, ulting towards the enemy AD/AP, exhausting and then ripping on their face is a good thing, especially if your team can back you up. If the AD/AP carry runs or blows their load all over you, you're effectively zoning them. IF their team tries to peel for you, they aren't hitting your team. Either way its a win, but make sure your team is ready for this engage.

Operation: Fus Roh Dah!

If you're running Oriana, have ori throw her ball on you, jump in and let it rip (also works with Lulu!)

Have someone with a good initiate on your team start the fight, then charge in guns blazing into the middle and use your amazing AOE damage to get everyone low.

Operation: Potato Peeler

This is a more late game oriented tactic, where you sit next to your AD and peel for them with your mallet and high attack speed. Shredding the armor of the enemy tank with E is a good idea, so your AD can melt them as well

BEST FRIENDS OF THE DRAGON LADY

Strong initiates

These champions can initiate fights, and your follow up is crazy. With Orianna, have her put her ball on you for better results

AOE CC

These champions keep people in place for you to hammer on. You love them and they love you. Lulu + Shyvanna is really funny as when you jump in, have her ult you for the epic lulz.

WORST ENEMIES OF THE DRAGON LADY

People who keep you away

Kiter champions or disengage champions will be hell for you to deal with, as after you've expended your ultimate, it will be difficult to get back into the fight.

High burst damage champions

High amounts of magic burst damage could spell your doom if you charge balls deep into them. Be careful about being knocked out of the fight early by these guys, you can be severely underleveled and underfarmed if you get no assists or kills.

Jungle Matchups

As Shyvana, you want to try to deny the enemy jungler with your strong presence early game. Thus, the enemy matchup will directly affect how you play the game

Counter Hard
Amumu is weak early on and relies on blue, if for some reason you cannot deny him blue, you should at least take his red. The slower Amumu gets to 6 the better. You can also ward his jungle, take his wraiths when its up. Hell, you can even kill him if you catch him in a bad spot. Get all over this guy, he can't stop the dragon.

Depends
Mundo clears the jungle at a super speed and he can start at either red or blue. If you know he started at blue, you should take his red. Mundo without farm is useless, so if you can find a way to shut him down, do so. If he's running exhaust, and you aren't, it will be a close fight, but if you both are running exhaust, you should outright win him. Just don't get kited by Cleavers

Counter with care
Alistar has 2 forms of CC that will keep you in place for god knows how long. However, he neglects his jungle for ganking. Alistar will start blue, get level 2 and then gank mid. If alistar doesn't gank early, then he is doing something wrong. You should take the lead and just take his creeps whenever hes ganking. You know for a fact he'll gank after blue, so pay a visit to his wraiths, and then red. You shouldn't fight him, as his CC will keep you in place long enough for his team to arrive, but taking his jungle is a great way to set him behind.

Counter hard
Gangplank is a weak jungler. He has a slow clear with little sustain. His strength lies in his ability to snowball if fed, and his ultimate. If you can find a gangplank in his jungle, destroy him. Just be careful he doesn't orange your exhaust. He will start blue, so take his red. Without red, GP will have a hard time ganking.

Counter
Jarvan is like alistar in the sense that he spends more time ganking than farming. He's a weak 1v1er against bruisers early. You should just walk in and out of his jungle. Although, his CC is potent, so don't engage in a fight unless he's already low, or you might be ganked by his team-mates.

Fight and Counter
Lee is a very weird jungler. He excels at clears, ganks, dueling and counter jungling. You however, are better than him at everything except ganking. You're a stronger duelist (you took exhaust right?) a better cleareer and a godly counter jungler. If you find a lee, fight him. You're stronger than him with your damage output early, that his Q+q combo will not be a threat. If he did take exhaust, be VERY careful, its a close fight. Lee's will start at red and gank, so taking his wolves->blue is a good option, but warding his jungle is a better option. Setting Lee behind is probably the best thing you can do for your team.

Counter with care
Maokai is like Alistar. Buttloads of CC. He can deal some nice damage early with his combo, but his CC is what's the problem. Counter his wraiths, take his red, disrupt his early set-up and you've successfully held Maokai back. Be warned, his ganks are strong, so careful warding is advised.

Counter with care
Like maokai, he has a lot of CC, but most of his damage comes from his shield, which you burst through in mere seconds. His early clear is slow, so take his red since he MUST start blue. You can fight him if he's low, but his array of CC will make it so that their team will be a problem. Also, he can anchor to walls for an easy escape.

Do NOT fight, countering okay
Nocturnes Q adds a lot to his damage output, and he can out damage you and fear you if you aren't careful. Do NOT fight a nocturne unless he is low. If you took exhaust, you can win the fight, just be careful, if he has taken exhaust he will come out on top. Taking his red is a good way to set a nocturne back.

Counter hard
Like all other gank oriented junglers, Rammus has a weak clear. Taking his wraiths and red is a good way to set him back, because Rammus needs level 3 to gank, delaying it will make your lanes more prepared and/or have the ability to stop him if he comes for a gank. His CC is a problem, so don't get too overzealous, but you will win in a straight fight.

DESTROY HER
Her clear is slow, she deals no damage and has no sustain. Her CC is okay pre-6, but nothing special. Destroy this girl. Take her red, take her wraiths, take her lunch money and make her cry.

Fight him with care
Shaco is a trickster, and thus will try to make your life hell. If he's taken exhaust, be careful about the trap placement and you should come out on top. Against a shaco, I always reccomend starting cloth and 5 pots so he can't catch you low on HP.

Fight him with care
Skarner is a beast. He jungles fast, stays at high HP, and has a great slow that will keep you around for long periods of time. If he's low, you should totally kill him with exhaust, but if he isn't, leave him. He will kite you around long enough for his team to arrive.

Fight with care
Trundle saps AD, has a pillar that blocks paths, a steroid, and a good clear time. Do NOT fight trundle.

Counter but do not fight
You can take a phoenix udyr in a fight, but a tiger will shit on you. You can try and counter him by warding his jungler, but he is a fast clearer. He is similar to mundo, so treat him that way.

Destroy him
Destroy him. His sustain may be high, but he has NO dueling power early on. His clear is also slow. Take his stuff, make him cry, make him feel like a Sejuani. Delay his 6 as much as possible and you've won the jungle.

Replays and Videos

REPLAYS

Note: All replays are LoLreplay files, therefore you must have LoLreplay downloaded to view them

These are just assorted videos of me playing Shyvanna, some are premade, some are Soloq, and one of them is a scrimmed game.

VIDEOS

Coming soon

Final Comments

I love Shyvanna. I'm at 31 games played and an 80% win ratio with her in ranked. I scored 3 1v3 triple kills with her in 1900+ elo ranked games. She's definetely one of the most amazing champions I've got to play.

I'd like to give special thanks to my chat group
"The Jungle Academy"
This guide is for you and I hope you are all learning something!

True story.

I'd like to thank a lot of people who opened my eyes to the lifesteal quints, JESUS CHRIST THEY ARE AWESOME.

If you liked this guide come into EUW chat brokenshard.stream and like me on Facebook.com/BrokenshardStream

Comments

@shottymaster - Shyv does 40 damage/AA for 4 seconds after tagging someone with rank 5 E. Rank 5 Q goes from 180% to 200% of your AD (only an 11% increase in damage over rank 1!) and they both get reduced cooldown from ranking them up.

@Aachie hybrid pen is best for damaging enemy champs but I don't feel it's appropriate for jungle Shyvana. AD runes are decent because she has an AA reset and AD scaling on W, AS runes are a slightly safer first clear but it's really not a big deal either way.

Yesterday I was in queue for normal match and someone asks me if I can jungle. I replied "yes" and decided to give Shyvana a try in S3. Our mid left after getting killed 3 times in row and therefore it was a lost game, but still I did really really well.

I used the rune settup I used on Shyvana in S2 and I'm now using on Skarner: attck speed, movement speed, armor and scaling mr.

I dealt surprisingly high damage early on. I decided to look up whether there's a guide for Shyvana in S3, because she's really underplayed. I found this guide and a guide written by AHTEmbraz, looked 'em up and was like "wtf?"

This is no offense, but I really wondered about rune choices, masteries and skill order.

You had AD in runes, AHTEmbraz even got hybrid pen. and claimed it to be best. both of you go more than 21 points in defense.

I tried hybrid pen. runes in the next match, but I don't really felt like dealing more damage than before and I felt kinda slow in movement and kinda weak in early sustain.

This is a really good guide, but I would reconsider the 4 points in Sorcery on your Masteries. Cooldown reduction is a good thing, but not for Shyvana, because it wont do anything with your ulti, and it will just work a littlebit with your Q due to the CDR on-hit effect.

I would put one point in the Increased Exhaust instead, because if you really pop exhaust, you are going for the kill! The last 3 points would be put in increased Magic Resist instead.

Can you explain the difference between going soul stone and wriggles a little more?

Also, you said "Sight Stone" instead of soul stone a few times.

@Sryer It's mostly for when you are in a teamfight. The dragon form version of the ability is great in teamfights. Also, your clear is so good with just your W and wriggles that you don't need any more clear.

so i bought shyv cause on sale, tried my basic jungle builds and tried some guides and was doing good or okay, then i found this guide and started really melting faces, you sir are a genius. good job :)

You should have sightstone as a viable item inside there. Sightstone lets you have 2 wards on the map and can upgrade to having 3 wards on the map. As a jungle you will be roaming and this item is like a heart of gold except you don't need the gold per 5 to let you get some wards. This also lets you have a huge map control bonus in addition to having your support getting the same item.